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Messages - cyaoeu

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1
This problem started appearing in 2018.1.1 (with the new GUI) and hasn't been fixed yet, so yes, it has been broken for 7 months now. Not sure what to say.

2
It seems like SP doesn't show the cmd.exe window launched by subprocess (using alg.subprocess.startDetached) anymore. It was useful because I could have debug information for the script in that window. Is there any way to bring it back?

3
Same issue here, I reported a bug for it. Using an xp-pen tablet though. After using left click the middle click button is treated as a left click instead. I reverted to 2018.1.0 which has the tablet buttons reversed but at least doesn't change any buttons to left click. What was wrong with the tablet buttons before the UI update though? Seems these updates only caused problems instead of fixing them.

4
I agree and posted a feature request here: https://forum.allegorithmic.com/index.php/topic,22902.0.html of course there could be a better solution.

5
Normally when dragging a slider you change the value by more than 0.01 because of how the sliders are set up. First off they go up to 128 maximum (which seems a bit overkill) and 0.01 to 1 takes up a huge amount of space in the slider mapping because it's not linearly mapped. This means getting a specific value by just dragging the slider is pretty much impossible, for example changing the UV scale to hide seams or changing the offset to align things. You have to eyeball it with the slider and then type values manually until you get the right value.

For example when I drag the slider with default UI I get 1.03 - 1.24 - 1.47 etc so you see there are huge jumps between each pixel. This could be improved by adding a "slight tweak" mode where the slider values are much lower. For example each tick being a 0.01 increment/decrement from the current value (with linear mapping). You could have this function on shift+drag or something when clicking a slider because from what I can see ctrl/alt/shift aren't used when clicking on sliders anyway.

So for example if you're at 2 UV scale but want to tweak it, you would shift+drag the slider which turns the slider temporarily into a different scale slider with 0.01 increments/decrements. So whereever you started the shift+drag would be 2 and each pixel to the right would add 0.01 and each pixel to the left would remove 0.01. This way it would be much easier to get the value you want when using the sliders instead of not using the sliders and having to guess what value is the right one and manually type it in.

The only awkward bit is that when you're done editing the slider it would jump back into place (for example drag slight tweak slider all the way to the left, let go of mouse button, it jumps back to 1.5 or whatever on the real slider) but it is fine since you can actually use the sliders this way.

6
Changing export resolution creates blocky artifacts on export. The red layer is a reprojected painted layer that was in a smart material. It happens in the viewport too when changing the resolution.
.spp is here: https://drive.google.com/open?id=1DROrAOHPo6X2Th5U3Sjyv9h5uoTdokte


(looks fine in original painted resolution of 1k but wrong when reprojected)

7
I would like to see another version of alg.mapexport.save that allows you to pack different channels into RGBA. It should also allow you to combine "normal" channels with converted channels. So it would be like the document preset save except you would have the flexility of using uid for exporting a single layer, the ability to name the textures in the script and so on while also being able to pack channels into a single texture.

alg.mapexport.save_packed([uid, r g b a])
So for example alg.mapexport.save_packed([10, "ao_mixed", "roughness", "metallic") where they would pack into RGBA in the order of the arguments, until there are no available color channels left. So you could pack from 2 channels (RG) up to 4 (RGBA) using this method.

8
I got some more Source substances today and was confused when I got "American Cherry Wood" and noticed that I already had that from before (but the Source substance didn't say "Owned"). The old file was called "Wood American Cherry" and is in the C:\Program Files\Allegorithmic\Substance Painter\resources\shelf\allegorithmic\materials\Wood folder. Does this mean it's a material bundled with Substance Painter now? It feels like I wasted a download in that case. :(

9
You can't ignore it but you can just apply default automatic UVs to your collision mesh in the first place, so that it can be imported in SP. Then you can hide the corresponding texture set and work on your asset the way you would normally.

Yes, it's a workaround but since there is a collision mesh for each convex hull it can get annoying quickly, you have to unwrap each collision mesh in a script to have Painter load them at all, you end up with 10-20 texture sets that don't do anything, you need to disable these texture sets in the list when working on your asset, you need to disable them when exporting and so on.

Anyway this is a feature request for a smoother system that just flat out doesn't load these extra meshes that you don't want to see in Painter but still would like in the .fbx so you can import it with everything in game engines.

10
I've got custom collision meshes for UE4. The meshes start with a UCX_ prefix and are in the .fbx I'm outputting to UE4, so I've got my main mesh (called SM_ something) and a bunch of meshes starting with UCX_. Of course I don't want to texture the collision meshes, so I want to ignore them when loading. In fact the project doesn't get created correctly because the collision meshes don't have UVs so Painter stops with an error.

Right now I'm exporting a Substance version of the .fbx without the collision meshes and a UE4 version of the .fbx with the collision meshes included. This works but since the only difference is the inclusion of the collision meshes it would be nice if Painter could ignore certain meshes with user definable prefixes when creating a project/reimporting an .fbx (for example "UCX_") so you could have an .fbx that goes to UE4 and Substance both instead of having copies of every mesh.

11
Yes, you can rename texture sets by double clicking on them in the list.

That's cool but not really what this thread meant (I think). For example say we've got the textureset name CubeMaterial. We've then got two groups with different materials, let's say Green and Red (for different color variations). Now when we want to export this cube two times, each with one of these two variations we need to do something because if we export twice and only changing the visible group (material) the textures get overwritten!

The op said he either saved multiple substance project files (and used the $project thing, no idea what the correct name is) or renamed the textures after every export. Both of these methods suck when you want to batch export a bunch of different texture variations for the same mesh.

A solution could be something like $selection that prints the name of the selected thing (group, layer or whatever) when exporting.

13
I'm also not sure why it takes so long. Couldn't it be developed/tested on the preview versions so it's actually ready for the actual engine release?

14
Hi,

You have the possibility to pay $49 at the moment you cancel, if you have been paying for at least than 12 months. There is no concept of "extra months".

If you cancel, you can use the downloads you still have in your Substance Source account, but you won't receive new ones.

When you purchase a license for $49, you don't have any maintenance. This means you own and can use the software on the day you cancel, but you won't be able to use new versions released after that date.
The maintenance is $75 per software for 12 months, starting on the day you purchase the maintenance.

Cheers,

Fair enough, thanks for the response. :)

15
1.
Quote
- You can get a perpetual license of the software for a payment of $49 if you decide to cancel Substance
I've been subscribed for more than 12 months, can I use the extra months instead of paying $49?

2. Being subscribed you get 30 Source downloads a month, but are you able to download Source materials after getting perpetual licenses using the available downloads you've got? Or are you locked out of Source forever?

3. How much are maintenance updates and when do they start? Do you get the most recent version at that point+12 months from then or from when you got the perpetual license+12 months from that point?

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